Lasse Öörni
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c3425334a3
Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276.
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11 年之前 |
Lasse Öörni
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094006ef91
Added brightness attribute to Light. Added separate equality test with and without epsilon to Color, similar to Vector2/3/4.
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11 年之前 |
Lasse Öörni
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02e543ba5c
Support for per-pixel negative lights. Added BLEND_SUBTRACT & BLEND_SUBTRACTALPHA blend modes. Light code cleanup.
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11 年之前 |
aster2013
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e7cef8223d
Add construct function in dox file, add missing destruct in pkg file, update ToDoxHook.lua.
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12 年之前 |
Yao Wei Tjong 姚伟忠
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d33ac02538
Refactor build scripts to build Urho3D library as main target.
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12 年之前 |